2022
DOI: 10.3389/frvir.2022.910379
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Novel Neurostimulation-Based Haptic Feedback Platform for Grasp Interactions With Virtual Objects

Abstract: Haptic perception is a vital part of the human experience that enriches our engagement with the world, but the ability to provide haptic information in virtual reality (VR) environments is limited. Neurostimulation-based sensory feedback has the potential to enhance the immersive experience within VR environments by supplying relevant and intuitive haptic feedback related to interactions with virtual objects. Such feedback may contribute to an increase in the sense of presence and realism in VR and may contrib… Show more

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Cited by 3 publications
(2 citation statements)
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“…Electrocutaneous stimulation has been used extensively to evoke tactile sensations, often to provide sensory feedback to individuals suffering from limb loss 8 , 46 50 or to improve the performance of human–machine interfaces such as virtual reality 51 53 . In contrast, transcutaneous nerve stimulation has only recently been explored for use in upper-limb prosthetics 54 and virtual reality 55 . We build on these prior works by providing a direct comparison of the two approaches for artificial sensory feedback.…”
Section: Discussionmentioning
confidence: 99%
“…Electrocutaneous stimulation has been used extensively to evoke tactile sensations, often to provide sensory feedback to individuals suffering from limb loss 8 , 46 50 or to improve the performance of human–machine interfaces such as virtual reality 51 53 . In contrast, transcutaneous nerve stimulation has only recently been explored for use in upper-limb prosthetics 54 and virtual reality 55 . We build on these prior works by providing a direct comparison of the two approaches for artificial sensory feedback.…”
Section: Discussionmentioning
confidence: 99%
“…With the popularization of VR devices and applications, people have more opportunities for interacting with others in VR environments. Various devices and algorithms have introduced haptic feedback in VR in addition to audiovisual feedback ( Van Erp and Toet, 2015;Huisman, 2016;Zenner and Kruger, 2017;Whitmire et al, 2018;Preechayasomboon and Rombokas, 2021;Kruijff et al, 2022;Kudry and Cohen, 2022;Nunez et al, 2022;Shell et al, 2022;Villa et al, 2022). Due to such devices and algorithms, humans are more often haptically interacting with virtual characters, and human behavior during touch interactions in VR is being actively studied (Bailenson and Yee, 2008;Huisman et al, 2014;Hoppe et al, 2020;Sykownik and Masuch, 2020;Gallace and Girondini, 2022).…”
Section: Introductionmentioning
confidence: 99%